mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Factor out Coalition from Game.
This commit is contained in:
299
game/game.py
299
game/game.py
@@ -1,13 +1,11 @@
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import itertools
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import logging
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import math
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import random
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import sys
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from collections import Iterator
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from datetime import date, datetime, timedelta
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from enum import Enum
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from typing import Any, List, Type, Union, cast
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from dcs.action import Coalition
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from dcs.mapping import Point
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from dcs.task import CAP, CAS, PinpointStrike
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from dcs.vehicles import AirDefence
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@@ -19,28 +17,25 @@ from game.plugins import LuaPluginManager
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from gen import naming
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from gen.ato import AirTaskingOrder
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from gen.conflictgen import Conflict
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from gen.flights.ai_flight_planner import CoalitionMissionPlanner
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from gen.flights.closestairfields import ObjectiveDistanceCache
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from gen.flights.flight import FlightType
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from gen.ground_forces.ai_ground_planner import GroundPlanner
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from . import persistency
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from .commander import TheaterCommander
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from .coalition import Coalition
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from .debriefing import Debriefing
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from .event.event import Event
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from .event.frontlineattack import FrontlineAttackEvent
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from .factions.faction import Faction
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from .income import Income
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from .infos.information import Information
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from .navmesh import NavMesh
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from .procurement import AircraftProcurementRequest, ProcurementAi
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from .profiling import logged_duration, MultiEventTracer
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from .settings import Settings, AutoAtoBehavior
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from .procurement import AircraftProcurementRequest
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from .profiling import logged_duration
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from .settings import Settings
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from .squadrons import AirWing
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from .theater import ConflictTheater, ControlPoint
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from .theater.bullseye import Bullseye
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from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
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from .threatzones import ThreatZones
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from .transfers import PendingTransfers
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from .unitmap import UnitMap
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from .weather import Conditions, TimeOfDay
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@@ -98,10 +93,6 @@ class Game:
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self.settings = settings
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self.events: List[Event] = []
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self.theater = theater
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self.player_faction = player_faction
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self.player_country = player_faction.country
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self.enemy_faction = enemy_faction
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self.enemy_country = enemy_faction.country
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# pass_turn() will be called when initialization is complete which will
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# increment this to turn 0 before it reaches the player.
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self.turn = -1
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@@ -124,108 +115,70 @@ class Game:
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self.conditions = self.generate_conditions()
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self.blue_transit_network = TransitNetwork()
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self.red_transit_network = TransitNetwork()
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self.blue_procurement_requests: List[AircraftProcurementRequest] = []
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self.red_procurement_requests: List[AircraftProcurementRequest] = []
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self.blue_ato = AirTaskingOrder()
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self.red_ato = AirTaskingOrder()
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self.blue_bullseye = Bullseye(Point(0, 0))
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self.red_bullseye = Bullseye(Point(0, 0))
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self.sanitize_sides(player_faction, enemy_faction)
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self.blue = Coalition(self, player_faction, player_budget, player=True)
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self.red = Coalition(self, enemy_faction, enemy_budget, player=False)
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self.blue.set_opponent(self.red)
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self.red.set_opponent(self.blue)
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self.aircraft_inventory = GlobalAircraftInventory(self.theater.controlpoints)
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self.transfers = PendingTransfers(self)
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self.sanitize_sides()
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self.blue_faker = Faker(self.player_faction.locales)
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self.red_faker = Faker(self.enemy_faction.locales)
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self.blue_air_wing = AirWing(self, player=True)
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self.red_air_wing = AirWing(self, player=False)
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self.on_load(game_still_initializing=True)
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def __getstate__(self) -> dict[str, Any]:
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state = self.__dict__.copy()
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# Avoid persisting any volatile types that can be deterministically
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# recomputed on load for the sake of save compatibility.
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del state["blue_threat_zone"]
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del state["red_threat_zone"]
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del state["blue_navmesh"]
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del state["red_navmesh"]
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del state["blue_faker"]
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del state["red_faker"]
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return state
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def __setstate__(self, state: dict[str, Any]) -> None:
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self.__dict__.update(state)
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# Regenerate any state that was not persisted.
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self.on_load()
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@property
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def coalitions(self) -> Iterator[Coalition]:
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yield self.blue
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yield self.red
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def ato_for(self, player: bool) -> AirTaskingOrder:
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if player:
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return self.blue_ato
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return self.red_ato
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return self.coalition_for(player).ato
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def procurement_requests_for(
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self, player: bool
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) -> List[AircraftProcurementRequest]:
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if player:
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return self.blue_procurement_requests
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return self.red_procurement_requests
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) -> list[AircraftProcurementRequest]:
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return self.coalition_for(player).procurement_requests
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def transit_network_for(self, player: bool) -> TransitNetwork:
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if player:
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return self.blue_transit_network
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return self.red_transit_network
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return self.coalition_for(player).transit_network
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def generate_conditions(self) -> Conditions:
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return Conditions.generate(
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self.theater, self.current_day, self.current_turn_time_of_day, self.settings
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)
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def sanitize_sides(self) -> None:
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@staticmethod
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def sanitize_sides(player_faction: Faction, enemy_faction: Faction) -> None:
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"""
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Make sure the opposing factions are using different countries
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:return:
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"""
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if self.player_country == self.enemy_country:
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if self.player_country == "USA":
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self.enemy_country = "USAF Aggressors"
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elif self.player_country == "Russia":
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self.enemy_country = "USSR"
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if player_faction.country == enemy_faction.country:
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if player_faction.country == "USA":
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enemy_faction.country = "USAF Aggressors"
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elif player_faction.country == "Russia":
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enemy_faction.country = "USSR"
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else:
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self.enemy_country = "Russia"
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enemy_faction.country = "Russia"
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def faction_for(self, player: bool) -> Faction:
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if player:
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return self.player_faction
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return self.enemy_faction
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return self.coalition_for(player).faction
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def faker_for(self, player: bool) -> Faker:
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if player:
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return self.blue_faker
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return self.red_faker
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return self.coalition_for(player).faker
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def air_wing_for(self, player: bool) -> AirWing:
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if player:
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return self.blue_air_wing
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return self.red_air_wing
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return self.coalition_for(player).air_wing
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def country_for(self, player: bool) -> str:
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if player:
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return self.player_country
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return self.enemy_country
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return self.coalition_for(player).country_name
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def bullseye_for(self, player: bool) -> Bullseye:
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if player:
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return self.blue_bullseye
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return self.red_bullseye
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return self.coalition_for(player).bullseye
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def _generate_player_event(
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self, event_class: Type[Event], player_cp: ControlPoint, enemy_cp: ControlPoint
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@@ -236,8 +189,8 @@ class Game:
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player_cp,
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enemy_cp,
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enemy_cp.position,
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self.player_faction.name,
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self.enemy_faction.name,
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self.blue.faction.name,
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self.red.faction.name,
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)
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)
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@@ -249,20 +202,13 @@ class Game:
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front_line.red_cp,
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)
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def adjust_budget(self, amount: float, player: bool) -> None:
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def coalition_for(self, player: bool) -> Coalition:
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if player:
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self.budget += amount
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else:
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self.enemy_budget += amount
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return self.blue
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return self.red
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def process_player_income(self) -> None:
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self.budget += Income(self, player=True).total
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def process_enemy_income(self) -> None:
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# TODO: Clean up save compat.
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if not hasattr(self, "enemy_budget"):
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self.enemy_budget = 0
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self.enemy_budget += Income(self, player=False).total
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def adjust_budget(self, amount: float, player: bool) -> None:
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self.coalition_for(player).adjust_budget(amount)
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@staticmethod
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def initiate_event(event: Event) -> UnitMap:
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@@ -293,12 +239,6 @@ class Game:
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self.compute_conflicts_position()
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if not game_still_initializing:
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self.compute_threat_zones()
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self.blue_faker = Faker(self.faction_for(player=True).locales)
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self.red_faker = Faker(self.faction_for(player=False).locales)
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def reset_ato(self) -> None:
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self.blue_ato.clear()
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self.red_ato.clear()
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def finish_turn(self, skipped: bool = False) -> None:
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"""Finalizes the current turn and advances to the next turn.
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@@ -333,23 +273,16 @@ class Game:
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)
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self.turn += 1
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# Need to recompute before transfers and deliveries to account for captures.
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# This happens in in initialize_turn as well, because cheating doesn't advance a
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# turn but can capture bases so we need to recompute there as well.
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self.compute_transit_networks()
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# The coalition-specific turn finalization *must* happen before unit deliveries,
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# since the coalition-specific finalization handles transit network updates and
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# transfer processing. If in the other order, units may be delivered to captured
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# bases, and freshly delivered units will spawn one leg through their journey.
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self.blue.end_turn()
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self.red.end_turn()
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# Must happen *before* unit deliveries are handled, or else new units will spawn
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# one hop ahead. ControlPoint.process_turn handles unit deliveries.
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self.transfers.perform_transfers()
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# Needs to happen *before* planning transfers so we don't cancel them.
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self.reset_ato()
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for control_point in self.theater.controlpoints:
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control_point.process_turn(self)
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self.blue_air_wing.replenish()
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self.red_air_wing.replenish()
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if not skipped:
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for cp in self.theater.player_points():
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cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
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@@ -360,9 +293,6 @@ class Game:
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self.conditions = self.generate_conditions()
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self.process_enemy_income()
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self.process_player_income()
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def begin_turn_0(self) -> None:
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"""Initialization for the first turn of the game."""
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self.turn = 0
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@@ -402,8 +332,8 @@ class Game:
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def set_bullseye(self) -> None:
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player_cp, enemy_cp = self.theater.closest_opposing_control_points()
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self.blue_bullseye = Bullseye(enemy_cp.position)
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self.red_bullseye = Bullseye(player_cp.position)
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self.blue.bullseye = Bullseye(enemy_cp.position)
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self.red.bullseye = Bullseye(player_cp.position)
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def initialize_turn(self, for_red: bool = True, for_blue: bool = True) -> None:
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"""Performs turn initialization for the specified players.
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@@ -451,13 +381,20 @@ class Game:
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if turn_state in (TurnState.LOSS, TurnState.WIN):
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return self.process_win_loss(turn_state)
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# Plan flights & combat for next turn
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with logged_duration("Computing conflict positions"):
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self.compute_conflicts_position()
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with logged_duration("Threat zone computation"):
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self.compute_threat_zones()
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# Plan Coalition specific turn
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if for_red:
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self.initialize_turn_for(player=False)
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if for_blue:
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self.initialize_turn_for(player=True)
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if for_red:
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self.initialize_turn_for(player=False)
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# Plan GroundWar
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self.ground_planners = {}
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for cp in self.theater.controlpoints:
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if cp.has_frontline:
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gplanner = GroundPlanner(cp, self)
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@@ -465,83 +402,10 @@ class Game:
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self.ground_planners[cp.id] = gplanner
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def initialize_turn_for(self, player: bool) -> None:
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"""Processes coalition-specific turn initialization.
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For more information on turn initialization in general, see the documentation
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for `Game.initialize_turn`.
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Args:
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player: True if the player coalition is being initialized. False for opfor
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initialization.
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"""
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self.ato_for(player).clear()
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self.air_wing_for(player).reset()
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self.aircraft_inventory.reset()
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for cp in self.theater.controlpoints:
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self.aircraft_inventory.reset(player)
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for cp in self.theater.control_points_for(player):
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self.aircraft_inventory.set_from_control_point(cp)
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# Refund all pending deliveries for opfor and if player
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# has automate_aircraft_reinforcements
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if (not player and not cp.captured) or (
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player
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and cp.captured
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and self.settings.automate_aircraft_reinforcements
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):
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cp.pending_unit_deliveries.refund_all(self)
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# Plan flights & combat for next turn
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with logged_duration("Computing conflict positions"):
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self.compute_conflicts_position()
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with logged_duration("Threat zone computation"):
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self.compute_threat_zones()
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with logged_duration("Transit network identification"):
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self.compute_transit_networks()
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self.ground_planners = {}
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self.procurement_requests_for(player).clear()
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with logged_duration("Procurement of airlift assets"):
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self.transfers.order_airlift_assets()
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with logged_duration("Transport planning"):
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self.transfers.plan_transports()
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color = "Blue" if player else "Red"
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with MultiEventTracer() as tracer:
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mission_planner = CoalitionMissionPlanner(self, player)
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with tracer.trace(f"{color} mission planning"):
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with tracer.trace(f"{color} mission identification"):
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commander = TheaterCommander(self, player)
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commander.plan_missions(mission_planner, tracer)
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with tracer.trace(f"{color} mission fulfillment"):
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mission_planner.fulfill_missions()
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self.plan_procurement_for(player)
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def plan_procurement_for(self, for_player: bool) -> None:
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# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it
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# gets much more of the budget that turn. Otherwise budget (after
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# repairs) is split evenly between air and ground. For the default
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# starting budget of 2000 this gives 600 to ground forces and 1400 to
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# aircraft. After that the budget will be spend proportionally based on how much is already invested
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if for_player:
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self.budget = ProcurementAi(
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self,
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for_player=True,
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faction=self.player_faction,
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manage_runways=self.settings.automate_runway_repair,
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manage_front_line=self.settings.automate_front_line_reinforcements,
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manage_aircraft=self.settings.automate_aircraft_reinforcements,
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).spend_budget(self.budget)
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else:
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self.enemy_budget = ProcurementAi(
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self,
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for_player=False,
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faction=self.enemy_faction,
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manage_runways=True,
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manage_front_line=True,
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manage_aircraft=True,
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).spend_budget(self.enemy_budget)
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self.coalition_for(player).initialize_turn()
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def message(self, text: str) -> None:
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self.informations.append(Information(text, turn=self.turn))
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@@ -568,32 +432,20 @@ class Game:
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self.current_group_id += 1
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return self.current_group_id
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def compute_transit_networks(self) -> None:
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self.blue_transit_network = self.compute_transit_network_for(player=True)
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self.red_transit_network = self.compute_transit_network_for(player=False)
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def compute_transit_network_for(self, player: bool) -> TransitNetwork:
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return TransitNetworkBuilder(self.theater, player).build()
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def compute_threat_zones(self) -> None:
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self.blue_threat_zone = ThreatZones.for_faction(self, player=True)
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self.red_threat_zone = ThreatZones.for_faction(self, player=False)
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self.blue_navmesh = NavMesh.from_threat_zones(
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self.red_threat_zone, self.theater
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)
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self.red_navmesh = NavMesh.from_threat_zones(
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self.blue_threat_zone, self.theater
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)
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self.blue.compute_threat_zones()
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self.red.compute_threat_zones()
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self.blue.compute_nav_meshes()
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self.red.compute_nav_meshes()
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def threat_zone_for(self, player: bool) -> ThreatZones:
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if player:
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return self.blue_threat_zone
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return self.red_threat_zone
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return self.coalition_for(player).threat_zone
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def navmesh_for(self, player: bool) -> NavMesh:
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if player:
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return self.blue_navmesh
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return self.red_navmesh
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return self.coalition_for(player).nav_mesh
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def compute_conflicts_position(self) -> None:
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"""
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@@ -636,7 +488,7 @@ class Game:
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if cpoint is not None:
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zones.append(cpoint)
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packages = itertools.chain(self.blue_ato.packages, self.red_ato.packages)
|
||||
packages = itertools.chain(self.blue.ato.packages, self.red.ato.packages)
|
||||
for package in packages:
|
||||
if package.primary_task is FlightType.BARCAP:
|
||||
# BARCAPs will be planned at most locations on smaller theaters,
|
||||
@@ -682,25 +534,6 @@ class Game:
|
||||
"""
|
||||
return self.__culling_zones
|
||||
|
||||
# 1 = red, 2 = blue
|
||||
def get_player_coalition_id(self) -> int:
|
||||
return 2
|
||||
|
||||
def get_enemy_coalition_id(self) -> int:
|
||||
return 1
|
||||
|
||||
def get_player_coalition(self) -> Coalition:
|
||||
return Coalition.Blue
|
||||
|
||||
def get_enemy_coalition(self) -> Coalition:
|
||||
return Coalition.Red
|
||||
|
||||
def get_player_color(self) -> str:
|
||||
return "blue"
|
||||
|
||||
def get_enemy_color(self) -> str:
|
||||
return "red"
|
||||
|
||||
def process_win_loss(self, turn_state: TurnState) -> None:
|
||||
if turn_state is TurnState.WIN:
|
||||
self.message(
|
||||
|
||||
Reference in New Issue
Block a user